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简介:
装璜器模式:动静地将责任附加到对象上。若要扩大性能,装璜者提供了比继承更有弹性的代替计划。比拟官网,上面通过例子来解释一下
我的利用场景 (兴许不大适合),我写了一个坦克大战的小游戏,当初呢坦克能打出子弹,然而这个子弹比拟繁多不咋难看,如果我想在子弹下面加些装璜,那我是不是再加一个子弹类继承自游戏物体类,而后在这个新的子类当中画出新的子弹 (比方给子弹加一个火花),那么如果当前有各种各样的千奇百怪的子弹呈现,我就会有无数个子类,那么无疑是要爆炸了,如下图
那么是否有其余方法,当然是有的,如下图,咱们定义一个一般子弹类 (Bullet)。再定义一个装璜器 GODecorator,其蕴含一个子弹对象,并能够对其进行“装璜”,这样一来咱们每多加一种装璜,只须要多装璜一次即可,防止了反复设计大量的类似类。这就是装璜器模式的利用
在类图中,各个角色的阐明如下:
GameObject,形象构件
GameObject(游戏物体) 是一个接口或者抽象类,是定义咱们最外围的对象,也能够说是最原始的对象。
Bullet,具体构件,或者根底构件
Bullet(子弹) 是最外围、最原始、最根本的接口或抽象类 Component 的实现,能够独自用,也可将其进行装璜。
GODecorator,形象装璜器角色
个别是一个抽象类,继承自或实现 GameObject,在它的属性外面有一个变量指向 GameObject 形象构件。
TailDecorator、RectDecorator,具体装璜器角色
TailDecorator 和 RectDecorator 是两个具体的装璜类,它们能够把根底构件装璜成新的货色,比方给子弹加个尾巴和方框。
解释比拟形象,咱们看看代码实现:
GameObject
package com.mashibing.tank;
import java.awt.*;
/**
* 游戏物体的父类,无论是坦克,子弹,爆炸等等都继承自这个类
*/
public abstract class GameObject {
public int x, y;
public abstract int getWidth();
public abstract int getHeight();
public abstract void paint(Graphics g);
}
Bullet
package com.mashibing.tank;
import java.awt.*;
public class Bullet extends GameObject{private static final int SPEED = ProperMgr.getInt("bulletSpeed");
public Rectangle rect = new Rectangle();
private Dir dir;
public static int WIDTH = ResourceMgr.bulletD.getWidth();
public static int HEIGHT = ResourceMgr.bulletD.getHeight();
private boolean living = true; // 子弹是否死掉, 飞出窗口或者撞到敌人
public Group group = Group.BAD;
public Bullet(int x, int y, Dir dir, Group group) {
this.x = x;
this.y = y;
this.dir = dir;
this.group = group;
rect.x = this.x;
rect.y = this.y;
rect.width = WIDTH;
rect.height = HEIGHT;
GameModel.getInstance().add(this);
}
@Override
public void paint(Graphics g) {if(!living){GameModel.getInstance().remove(this);
}
switch (dir) {
case LEFT:
g.drawImage(ResourceMgr.bulletL,x,y,null);
break; case UP:
g.drawImage(ResourceMgr.bulletU,x,y,null);
break; case RIGHT:
g.drawImage(ResourceMgr.bulletR,x,y,null);
break; case DOWN:
g.drawImage(ResourceMgr.bulletD,x,y,null);
break; }
move();}
private void move() {switch (dir) {
case LEFT:
x -= SPEED;
break; case UP:
y -= SPEED;
break; case RIGHT:
x += SPEED;
break; case DOWN:
y += SPEED;
break; }
rect.x = this.x;
rect.y = this.y;
if (x < 0 || y < 0 || x > TankFrame.GAME_WIDTH || y > TankFrame.GAME_HEIGHT) living = false;
}
public void die() {this.living = false;}
@Override
public int getWidth() {return WIDTH;}
@Override
public int getHeight() {return HEIGHT;}
}
GODecorator
package com.mashibing.decorator;
import com.mashibing.tank.GameObject;
import java.awt.*;
public abstract class GODecorator extends GameObject {
GameObject go;
public GODecorator(GameObject go) {this.go = go;}
@Override
public abstract void paint(Graphics g);
}
TailDecorator
package com.mashibing.decorator;
import com.mashibing.tank.Bullet;
import com.mashibing.tank.GameObject;
import java.awt.*;
public class TailDecorator extends GODecorator {public TailDecorator(GameObject go) {super(go);
}
@Override
public int getWidth() {return super.go.getWidth();
}
@Override
public int getHeight() {return super.go.getHeight();
}
@Override
public void paint(Graphics g) {
this.x = go.x;
this.y = go.y;
go.paint(g);
System.out.println("tail:"+(go instanceof Bullet));
Color c = g.getColor();
g.setColor(Color.WHITE);
g.drawLine(go.x,go.y,go.x + getWidth(), go.y+getHeight());
g.setColor(c);
}
}
RectDecorator
package com.mashibing.decorator;
import com.mashibing.tank.Bullet;
import com.mashibing.tank.GameObject;
import java.awt.*;
public class RectDecorator extends GODecorator {public RectDecorator(GameObject go) {super(go);
}
@Override
public int getWidth() {return super.go.getWidth();
}
@Override
public int getHeight() {return super.go.getHeight();
}
@Override
public void paint(Graphics g) {
this.x = go.x;
this.y = go.y;
go.paint(g);
System.out.println("rect:"+(go instanceof TailDecorator));
Color c = g.getColor();
g.setColor(Color.WHITE);
g.drawRect(go.x,go.y,go.getWidth(),go.getHeight());
g.setColor(c);
}
}
应用
public class DecoratorDemo{public static void main(String[] args){GameObject bullet = new Bullet();
// 第一次润饰,加个尾巴
component = new TailDecorator(component);
// 第二次润饰,加个方框
component = new RectDecorator(component);
}
}
总结:这就是装璜器的应用,那个如果我还要给子弹换个色彩,加个色彩装璜器即可,另外这些具体的装璜器我还能够用来装璜其余的物体,比方坦克也能够加个框或者加个尾巴,间接应用雷同的装璜器即可,这样子就解决了继承带来的问题,比拟容易扩大